mirror of https://github.com/axmolengine/axmol.git
326 lines
10 KiB
C++
326 lines
10 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2009 On-Core
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __ACTION_CCTILEDGRID_ACTION_H__
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#define __ACTION_CCTILEDGRID_ACTION_H__
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#include "CCActionGrid.h"
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NS_CC_BEGIN
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/**
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* @addtogroup actions
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* @{
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*/
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/** @brief ShakyTiles3D action */
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class CC_DLL ShakyTiles3D : public TiledGrid3DAction
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{
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public:
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/** initializes the action with a range, whether or not to shake Z vertices, a grid size, and duration */
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bool initWithDuration(float duration, const Size& gridSize, int nRange, bool bShakeZ);
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/** returns a new clone of the action */
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virtual ShakyTiles3D* clone() const;
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virtual void update(float time);
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public:
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/** creates the action with a range, whether or not to shake Z vertices, a grid size, and duration */
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static ShakyTiles3D* create(float duration, const Size& gridSize, int nRange, bool bShakeZ);
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protected:
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int _randrange;
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bool _shakeZ;
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};
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/** @brief ShatteredTiles3D action */
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class CC_DLL ShatteredTiles3D : public TiledGrid3DAction
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{
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public:
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/** initializes the action with a range, whether or not to shatter Z vertices, a grid size and duration */
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bool initWithDuration(float duration, const Size& gridSize, int nRange, bool bShatterZ);
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/** returns a new clone of the action */
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virtual ShatteredTiles3D* clone() const;
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virtual void update(float time);
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public:
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/** creates the action with a range, whether of not to shatter Z vertices, a grid size and duration */
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static ShatteredTiles3D* create(float duration, const Size& gridSize, int nRange, bool bShatterZ);
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protected:
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int _randrange;
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bool _once;
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bool _shatterZ;
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};
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struct Tile;
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/** @brief ShuffleTiles action
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Shuffle the tiles in random order
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*/
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class CC_DLL ShuffleTiles : public TiledGrid3DAction
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{
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public:
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~ShuffleTiles(void);
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/** initializes the action with a random seed, the grid size and the duration */
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bool initWithDuration(float duration, const Size& gridSize, unsigned int seed);
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void shuffle(unsigned int *pArray, unsigned int nLen);
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Size getDelta(const Size& pos) const;
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void placeTile(const Point& pos, Tile *t);
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virtual void startWithTarget(Node *pTarget);
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virtual void update(float time);
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/** returns a new clone of the action */
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virtual ShuffleTiles* clone() const;
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public:
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/** creates the action with a random seed, the grid size and the duration */
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static ShuffleTiles* create(float duration, const Size& gridSize, unsigned int seed);
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protected:
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unsigned int _seed;
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unsigned int _tilesCount;
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unsigned int* _tilesOrder;
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Tile* _tiles;
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};
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/** @brief FadeOutTRTiles action
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Fades out the tiles in a Top-Right direction
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*/
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class CC_DLL FadeOutTRTiles : public TiledGrid3DAction
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{
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public:
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virtual float testFunc(const Size& pos, float time);
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void turnOnTile(const Point& pos);
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void turnOffTile(const Point& pos);
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virtual void transformTile(const Point& pos, float distance);
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virtual void update(float time);
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/** returns a new clone of the action */
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virtual FadeOutTRTiles* clone() const;
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public:
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/** creates the action with the grid size and the duration */
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static FadeOutTRTiles* create(float duration, const Size& gridSize);
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};
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/** @brief FadeOutBLTiles action.
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Fades out the tiles in a Bottom-Left direction
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*/
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class CC_DLL FadeOutBLTiles : public FadeOutTRTiles
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{
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public:
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virtual float testFunc(const Size& pos, float time);
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/** returns a new clone of the action */
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virtual FadeOutBLTiles* clone() const;
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public:
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/** creates the action with the grid size and the duration */
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static FadeOutBLTiles* create(float duration, const Size& gridSize);
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};
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/** @brief FadeOutUpTiles action.
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Fades out the tiles in upwards direction
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*/
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class CC_DLL FadeOutUpTiles : public FadeOutTRTiles
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{
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public:
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virtual float testFunc(const Size& pos, float time);
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virtual void transformTile(const Point& pos, float distance);
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/** returns a new clone of the action */
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virtual FadeOutUpTiles* clone() const;
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public:
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/** creates the action with the grid size and the duration */
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static FadeOutUpTiles* create(float duration, const Size& gridSize);
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};
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/** @brief FadeOutDownTiles action.
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Fades out the tiles in downwards direction
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*/
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class CC_DLL FadeOutDownTiles : public FadeOutUpTiles
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{
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public:
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/** returns a new clone of the action */
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virtual FadeOutDownTiles* clone() const;
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virtual float testFunc(const Size& pos, float time);
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public:
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/** creates the action with the grid size and the duration */
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static FadeOutDownTiles* create(float duration, const Size& gridSize);
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};
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/** @brief TurnOffTiles action.
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Turn off the files in random order
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*/
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class CC_DLL TurnOffTiles : public TiledGrid3DAction
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{
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public:
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~TurnOffTiles(void);
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/** initializes the action with a random seed, the grid size and the duration */
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bool initWithDuration(float duration, const Size& gridSize, unsigned int seed);
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void shuffle(unsigned int *pArray, unsigned int nLen);
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void turnOnTile(const Point& pos);
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void turnOffTile(const Point& pos);
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/** returns a new clone of the action */
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virtual TurnOffTiles* clone() const;
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virtual void startWithTarget(Node *pTarget);
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virtual void update(float time);
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public:
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/** creates the action with the grid size and the duration */
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static TurnOffTiles* create(float duration, const Size& gridSize);
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/** creates the action with a random seed, the grid size and the duration */
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static TurnOffTiles* create(float duration, const Size& gridSize, unsigned int seed);
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protected:
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unsigned int _seed;
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unsigned int _tilesCount;
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unsigned int* _tilesOrder;
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};
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/** @brief WavesTiles3D action. */
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class CC_DLL WavesTiles3D : public TiledGrid3DAction
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{
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public:
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/** waves amplitude */
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inline float getAmplitude(void) const { return _amplitude; }
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inline void setAmplitude(float fAmplitude) { _amplitude = fAmplitude; }
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/** waves amplitude rate */
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inline float getAmplitudeRate(void) const { return _amplitudeRate; }
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inline void setAmplitudeRate(float fAmplitudeRate) { _amplitudeRate = fAmplitudeRate; }
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/** initializes the action with a number of waves, the waves amplitude, the grid size and the duration */
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bool initWithDuration(float duration, const Size& gridSize, unsigned int waves, float amplitude);
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/** returns a new clone of the action */
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virtual WavesTiles3D* clone() const;
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virtual void update(float time);
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public:
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/** creates the action with a number of waves, the waves amplitude, the grid size and the duration */
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static WavesTiles3D* create(float duration, const Size& gridSize, unsigned int waves, float amplitude);
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protected:
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unsigned int _waves;
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float _amplitude;
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float _amplitudeRate;
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};
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/** @brief JumpTiles3D action.
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A sin function is executed to move the tiles across the Z axis
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*/
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class CC_DLL JumpTiles3D : public TiledGrid3DAction
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{
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public:
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/** amplitude of the sin*/
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inline float getAmplitude(void) const { return _amplitude; }
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inline void setAmplitude(float fAmplitude) { _amplitude = fAmplitude; }
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/** amplitude rate */
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inline float getAmplitudeRate(void) const { return _amplitudeRate; }
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inline void setAmplitudeRate(float fAmplitudeRate) { _amplitudeRate = fAmplitudeRate; }
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/** initializes the action with the number of jumps, the sin amplitude, the grid size and the duration */
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bool initWithDuration(float duration, const Size& gridSize, unsigned int numberOfJumps, float amplitude);
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/** returns a new clone of the action */
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virtual JumpTiles3D* clone() const;
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virtual void update(float time);
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public:
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/** creates the action with the number of jumps, the sin amplitude, the grid size and the duration */
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static JumpTiles3D* create(float duration, const Size& gridSize, unsigned int numberOfJumps, float amplitude);
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protected:
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unsigned int _jumps;
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float _amplitude;
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float _amplitudeRate;
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};
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/** @brief SplitRows action */
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class CC_DLL SplitRows : public TiledGrid3DAction
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{
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public :
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/** initializes the action with the number of rows to split and the duration */
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bool initWithDuration(float duration, unsigned int nRows);
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/** returns a new clone of the action */
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virtual SplitRows* clone() const;
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virtual void update(float time);
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virtual void startWithTarget(Node *pTarget);
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public:
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/** creates the action with the number of rows to split and the duration */
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static SplitRows* create(float duration, unsigned int nRows);
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protected:
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unsigned int _rows;
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Size _winSize;
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};
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/** @brief SplitCols action */
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class CC_DLL SplitCols : public TiledGrid3DAction
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{
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public:
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/** initializes the action with the number of columns to split and the duration */
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bool initWithDuration(float duration, unsigned int nCols);
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/** returns a new clone of the action */
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virtual SplitCols* clone() const;
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virtual void update(float time);
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virtual void startWithTarget(Node *pTarget);
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public:
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/** creates the action with the number of columns to split and the duration */
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static SplitCols* create(float duration, unsigned int nCols);
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protected:
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unsigned int _cols;
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Size _winSize;
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};
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// end of actions group
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/// @}
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NS_CC_END
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#endif // __ACTION_CCTILEDGRID_ACTION_H__
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